At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. While all of your Pact Magic spell slots are expended and you're not incapacitated, you may take 4d8 necrotic damage that cannot be reduced or prevented and ignores temporary hit points. If you do, you regain a Pact Magic spell slot. Your hit point maximum is reduced by the damage taken in this way until you take a long or short rest. This ignores any effect that would prevent your hit point maximum from being reduced.

The Famished Dark or can be most accurately though of as the collective will of the Negative Energy Plane roused to sentience. It is a predatory intelligence characterized by little more than a bottomless, insatiable hunger for life and soul energies, as though it seeks to fill the infinite void that defines it. Occasionally it will see fit to bestow the art of life drain and great power upon promising disciples in exchange for a share of the vitality they harvest from other worlds. Though its motives and goals are simple, the plans it weaves to achieve them are often vast, complex and far reaching; those who would trust in the covetous Dark or seek its favour would do well to exercise the utmost caution.

Life Drain: You gain the ability to drain a foe of their life essence. Starting at 1st level, you can make a melee spell attack against a creature within your reach as an Action with a free hand or your implement. On a hit that attack deals 1d6 + Charisma modifier necrotic damage. This damage increases to 2d8 + two times your Charisma modifier at Warlock level 5, 3d10 + three times your Charisma modifier at Warlock level 11, and 4d12 + four times your Charisma modifier at Warlock level 17.

When you make a weapon attack with your pact weapon or you cast a Warlock Pact Magic or Mystic Arcana non-cantrip spell that deals damage, you can infuse it with this feature. All damage dealt by these infused elements is necrotic damage instead of its regular types.

Whenever a creature takes damage from this feature's melee spell attack, or an element infused by this feature as above, it makes a Constitution save against your Warlock Spell Save DC. On a failure, that target's maximum hit points are reduced by an amount equal to the necrotic damage that attack or element dealt to it until it completes a long rest and you gain temporary hit points equal to half this amount. A target reduced to 0 hit points or fewer by this feature's spell melee attack, or an infused element dies and you gain temporary hit points in this way as if it had automatically failed this Constitution save.

Siphon Soul: Starting at 6th level, you're able to absorb a portion of a slain foe's essence. Whenever a non-undead, non-construct creature is slain by a feature of this Patron (including elements infused by Life Siphon), you gain hit dice of soul energy equal to the hit dice of that creature. A creature whose soul energy you possess or have consumed can't be revived until you die. Whenever you could expend soul energy hit dice for a patron feature, you can choose to expend your own hit dice instead as though it were soul energy. Soul energy hit dice can be used in the following ways:

Devour Soul: When you expend hit dice to heal during a short rest, you may expend soul energy hit dice instead. These hit dice count as 1d8s.

Regain Spell Slots: As an Action you may consume hit dice of soul energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.

Material Component: You may expend any number of hit dice of soul energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).

You cannot have more hit dice of soul energy at once than twice your Warlock level; any hit dice of soul energy gained over this amount is lost.

Once you've gained hit dice of soul energy that equal or exceed your Warlock level since your last short or long rest, you cannot gain more until you successfully complete a short or long rest; any hit dice of soul energy gained over your Warlock level before you do is lost.

Conduit of Dark: Starting at 10th level, you become a living conduit of the Dark, allowing you to evoke a measure of its hungering abyss, however briefly. You can expend 5 or more hit dice as an Action to gain the following benefits until you use this ability again, or you dismiss it while you're not incapacitated:

Immunity to Necrotic damage.

Your hit point maximum can't be reduced.

As an Action, you can end this feature's effects. If you do, you can expend any number of soul energy hit dice up to your Warlock level. Each creature within a radius centered on you equal to 10 feet + 5 feet per hit dice expended in this way then must make a Constitution save against your Warlock Spell Save DC. This effect is always infused with your Life Drain feature. Targets that fail this save take 4d6 necrotic damage + 1d6 necrotic damage per hit dice expended by this effect or half this damage on a success. A target that succeeds or fails on this Constitution save automatically succeeds or fails respectively on their Constitution save made against Life Drain this effect provokes.

Once you end this feature's effects as above (not by dismissing its effects), you can't use it again until you take a short or long rest.

By Darkness Devoured: Starting at 14th level, you can expend 10 hit dice of soul energy to cast Banishment without material components or Concentration. For every additional 5 hit dice of soul energy expended in this way, this Banishment is cast at 1 higher level (up to the maximum spell level you can cast with Pact Magic or Mystic Arcana). Instead of being banished to a harmless demiplane or its normal plane of existence, the target is sent to a terrible abyss of the negative energy plane where it is incapacitated and cannot regain hit points, taking 2d10 necrotic damage at the start of each of its turns that ignores resistance and immunity. This effect is always infused with your Life Drain feature. At the end of each of its turns an affected target can make a Charisma saving throw against this spell. After a target makes three successful saving throws in this way, this spell's effects end for that target.

Once you use this feature, you can't use it again until you take a short or long rest.

Pact of the Shroud:

Your patron gifts you with a mystic cloak that you can conjure or dismiss as a Bonus Action. The cloak is worn by you when conjured, and cannot be removed from you except by your dismissal. While wearing it, you gain the following benefits:

Proficiency in Stealth if you don't already have it.

You can use Charisma in place of Dexterity for Dexterity(Stealth) checks.

You can Hide and remain hidden from creatures that you're lightly obscured to, and you can Hide as a Bonus Action.

Truesight does not obviate the benefits of this feature.

New Invocations:

Veil of ShadowsPrerequisite: 5th+ level Warlock, Pact of the Shroud
While you are are wearing your Pact of the Shroud cloak, you gain the following benefits:

Double your proficiency bonus to Dexterity(Stealth) checks if it hasn't already been doubled.

If you are hidden from a creature that you miss with a ranged attack, making that attack doesn't reveal your position.

Whenever you end your turn without moving, you have advantage on Dexterity(Stealth) checks until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.

Impenetrable ShroudPrerequisite: 12th+ level Warlock, Pact of the Shroud
While you are wearing your Pact of the Shroud cloak, whenever you end your turn without moving, you can hide from creatures with Blindsight and Tremorsense as if they didn't have these vision types until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.

Deflect Missiles fix:
When you reduce the damage of an attack to 0 with this feature, that attack has no effect on its target (a poisoned or cursed arrow whose damage is reduced to 0 wouldn't inflict its poison or curse for example).

Perfect Self fix:
At the start of each of your turns (or every 6 seconds outside of combat), you regain 1 Ki if you have less Ki than 8 minus the total Ki cost (if any) of any of your effects created by a Monk class feature with a minute duration or longer that are active.

Wholeness of Body fix:
At 6th level, you gain the ability to heal yourself. As an action, you can do one of the following:

Spend X Ki to regain hit points equal to 5 times X. If you were restored to maximum hit points in this way, this effect also cures any diseases or poisons you're subject to.

Spend 4 Ki to subject yourself to the effects of the Remove Curse spell.

You must finish a short or long rest before you can use this feature again.

Tranquility fix:
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest or short rest, or when you spend 2 Ki as an Action, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus or your Ki DC, whichever is higher.

Way of the Mageslayer:

3rd level, Mageslayer Initiate: You gain the Mage Slayer perk.

You are always under the effects of Detect Magic. You can dismiss or regain its effects at any time while you're not incapacitated.

6th level, Mageslayer Disciple: Your Deflect Missiles class feature can be used against spells and magical effects with an attack roll and/or saving throw that do not affect an area and that target you. If a spell or magical effect you're using this feature on has an attack roll, or a saving throw, make an opposing attack roll or a save with proficiency against its save DC. If your attack roll equals or exceeds its attack roll, or your save equals or exceeds its save DC, it has no effect on you. You can then spend Ki equal to that spell’s level to copy it (or Ki equal to the greater of 1 or the target's CR (max 9) if it is a non-spell magical effect). If the copied spell or effect has one or more attack rolls, make new attack rolls for it. Your attack bonus for these rolls equals your Proficiency bonus + your Dexterity modifier. This copied spell or magical effect now originates from a square occupied by the target protected in this way that’s within reach of your unarmed strike or a Monk weapon you are wielding (the spell or magical effect is otherwise identical), you make all choices for this copied spell or magical effect, and if it would have more than one target, it has only one target instead.

11th level, Mageslayer Expert: You have advantage on saving throws and checks made against spells and magic effects.

As a Bonus Action or Reaction you can spend 1 Ki to gain resistance to damage from spells and magical effects, and impose disadvantage on attack rolls against you from spells and magical effects until the end of your next turn.

You can spend 6 Ki points to cast True Seeing on yourself as an Action. This spell doesn't require concentration or components when cast in this way and you can dismiss it and its effects at any time.

18th level, Mageslayer Master: As an Action, you can spend 8 Ki points to cast Antimagic Field without components. This form of Antimagic Field does not require concentration and you can dismiss it and its effects at any time.

Way of the Dodging Crane:

3rd level, Improved Dodge: Your Dodge benefits apply to attackers you can't see. Creatures you can't see don't have advantage on their attack rolls against you.

When you use your Patient Defense ki feature, until the start of your next turn, you gain the following benefits:

Whenever a creature misses you while you’re benefiting from the Dodge action, you can spend your Reaction to move 5 feet and make a melee attack against that creature using your Unarmed Strike or a Monk Weapon. You may spend 1 Ki to make that attack with Advantage. If you do and that attack hits, the target must succeed on a Strength check against your Ki or Maneuver DC or be knocked prone.

Whenever the source of an attack roll or Dexterity saving throw would have a partial effect against you when it misses you and/or when you succeed on that saving throw, it has no effect against you instead.

6th level, ???: WIP

11th level, Supreme Evasion: As a Reaction you can spend 2 Ki (or 1 Ki while you’re benefiting from the Dodge action) when you are within a spell, ability, trap or attack’s area of effect or range to move a number of feet up to half your walking speed to a space outside of that area of effect or range before its effects are applied. If you do, you are no longer subject to the effects of the triggering element. This movement doesn’t provoke opportunity attacks.

18th level, Impossible Dodge: You can spend 4 Ki (or 2 Ki while you’re benefiting from the Dodge action) to either force an attack roll made against you to automatically miss (after you know the result), or to automatically succeed on a Dexterity saving throw. If the source of that attack roll or saving throw would have a partial effect against you on a miss or successful saving throw, it has no effect against you instead.

Way of the Rushing Wind:

3rd level, Swift Flight: While benefiting from Unarmoured Movement, whenever you use your Step of the Wind ki feature your movement doesn't provoke opportunity attacks and you gain a fly speed equal to your walking speed or you double your existing fly speed until the end of turn.

6th level, Blinding Speed: While benefiting from Unarmoured Movement, whenever you use Step of the Wind, you can spend 3 Ki to double your walking speed, gain Advantage on melee and ranged weapon attack rolls, retain the benefits of Swift Flight, and gain the benefits of Dodge until the start of your next turn. Until these benefits end, while you move, no creature other than you can take Reactions and whenever a creature comes within the melee reach of your unarmed strike or a Monk Weapon you are wielding during your turn, you can make a melee weapon attack against it with using that weapon. A creature can't be attacked in this way more than once per turn.

11th level, Ki Mobility: While benefiting from Unarmoured Movement, as an Action or Bonus Action, you can spend 4 Ki to cast Dimension Door, Freedom of Movement, Fly or Haste. Spells cast in this way do not require concentration or components and can only affect and benefit you. You can dismiss these spells and their effects at any time.

3rd level, Kensai Initiate: Choose one melee weapon type (longsword, greatsword, etc). That weapon type and your unarmed strike are your Kensai Weapons. When you level up, you may substitute the chosen weapon type for another. You have proficiency with your Kensai Weapons and they count as a Monk Weapon. You can use a Kensai Weapon in place of unarmed strikes for extra attacks made by Flurry of Blows and Martial Arts. Your Kensai Weapons benefit from the Ki-Empowered Strikes feature.

You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. You can use these maneuvers by spending your Ki as superiority dice, rolling 1d6 or your Martial Arts dice per Ki spent in this way, whichever is greater. Your maneuver DC is equal to the greater of your Ki DC or 8 + your proficiency bonus + your Strength or Dexterity bonus (your choice). Whenever you gain another feature with this class path, you learn another maneuver from this feature.

You can only benefit from and use this monastic tradition's features while both wielding a Kensai Weapon and benefiting from your Unarmoured Movement feature.

6th level, Kensai Disciple: You gain the following benefits:

Your Deflect Missiles feature becomes Deflect Attacks and can be used against melee attacks in addition to ranged weapon attacks. When you reduce a melee attack’s damage to 0 in this way, you can expend 1 Ki to move 5 feet and make a melee attack against the attacker with a Kensai Weapon.

You can expend 1 Ki as a superiority dice per the Kensai Initiate feature when using Deflect Attacks to increase its damage reduction by your superiority dice roll plus your Wisdom modifier and Proficiency bonus. You may also use Deflect Attacks against melee and ranged weapon attacks that target a creature or object within the reach of a Kensai Weapon you are wielding.

You can deflect ammo using your Kensai Weapon, allowing you to make an attack with a piece of ammo using Deflect Attacks whose damage you've reduced to 0 using this feature without catching it.

With a deft swipe of your weapon, you strike each foe nearby. You can spend 1 Ki as an Action to make a melee weapon attack with a Kensai Weapon against each creature within that weapon's reach.

11th level, Kensai Expert: You gain the following benefits:

You cannot be unwillingly disarmed of your Kensai Weapon.

You gain the ability to infuse your blade and senses with mythic power that momentarily gifts you with exacting prescience and the ability to cleave through even the hardest substances. Whenever you make a weapon attack with a Kensai Weapon you can expend 2 Ki, If you do, that attack critically hits, deals maximum damage and ignores all resistance and immunity. This damage is doubled versus creatures and quadrupled versus objects and structures.

Whenever you expend your Reaction to use Deflect Missiles while wielding your Kensai Weapon or to make an opportunity attack with your Kensai Weapon or you expend your Bonus Action to make one or more extra attacks with a Kensai Weapon using Martial Arts or Flurry of Blows, you can expend 1 superiority dice to regain the Reaction or Bonus Action expended in these ways.

18th level, Kensai Master: You gain the following benefits:

At the start of each of your turns you can use a maneuver, feature or benefit from Deflect Arrows or this monastic tradition as if you'd spent 1 Ki to do so until the start of your next turn or you use this feature.

While you're not incapacitated you cannot be surprised, creatures don't have advantage on attack rolls against you due to being hidden or unseen, you gain a +2 bonus to AC and whenever you roll initiative you can spend 2 Ki to make that roll an automatic 20.

Way of the Grasping Claw (WIP):

3rd level, Claw Initiate: When you hit a creature with an unarmed strike or a Monk weapon and have a free hand, you can also attempt to grapple it. You may use Dexterity (Acrobatics) or Strength (Athletics) when making grapple checks (your choice). You can spend 1 Ki to gain Advantage on a grapple check and grapple a creature of any size with that check.

While you're grappling a creature, you can make a grapple check to pin it as an Action, or when you hit it with an unarmed strike. If you succeed, you and that creature fall prone. The properties of the pin are as follows:

The target is restrained, and can't stand from prone until you are no longer both prone and grappling it.

A pinned creature trying to cast a spell with a somatic component must make a Dexterity save against your Ki DC to perform the necessary motions or the casting attempt fails (the spell isn't wasted though).

You don't have disadvantage from the prone condition on melee attacks made against the target while you're grappling it in this way.

If you commit a free hand you may also silence the target (if physically possible), preventing it from speaking or using spells with a verbal component.

To maintain this pin, you must expend a Bonus Action at the start of each of your turns to do so, otherwise it becomes a pin as described by the Grappler feat.

6th level, Claw Disciple: You gain the following benefits:

You can attempt to grapple and Claw Initiate pin a creature up to two size categories larger than you, incorporeal creatures, and creatures immune to being grappled and restrained.

If you, or the creature you're grappling are moved, you may move with it, or have it move with you.

You can make an opportunity attack against a creature whose attempt to escape your grapple fails.

While you're grappling a creature, you can make a grapple check as an Action or Bonus Action. If you succeed, that creature is no longer grappled by you, and you push it 5 feet away from you in any direction (including vertically) for every 2 points you beat its check by, plus or minus 5 feet for each size category it's smaller or larger than you respectively. It then takes 1d6 bludgeoning damage and falls prone. If that creature collides with an obstacle before it finishes being pushed in this way, it and that obstacle each take an extra 1d6 bludgeoning damage for every 5 feet it had left to be pushed. If applicable, that obstacle makes a Strength check against your Ki DC or falls prone. You can spend 1 Ki to double the distance you push a grappled creature in this way.

11th level, Claw Expert: You gain the following benefits:

You can attempt to grapple a creature up to three size categories larger than you.

While you're grappling (but not pinning per the Claw Initiate feature) a creature of your size or one size category smaller, that creature grants you half cover versus creatures other than it. If that creature is one or more size categories larger than you, it grants you three-quarters cover instead.

If a creature would escape your grapple by teleporting, or using the effects of the Freedom of Movement spell, you may spend 1 Ki. If you do, that creature must succeed on a Charisma save made against your Ki DC; on a failure, until the end of your next turn, it cannot teleport and its Freedom of Movement has no effect against non-magical restraints.

While a creature is pinned via your Claw Initiate feature, you can make a grapple check as an Action to choke it if you commit a free hand to doing so. If you succeed, it runs out of breath (if it needs to breathe and you're physically able to choke it) and is suffocating until your grapple is broken. A suffocating creature cannot speak or use spells with a verbal component.

18th level, Claw Master: You gain the following benefits:

You can attempt to grapple a creature any number of size categories larger than you.

You can spend 2 Ki to roll a 20 on any grapple check.

You do not need to expend a Bonus Action to maintain your Claw Initiate pin.

Melee weapon attacks made with your unarmed strike and Monk Weapons against a creature you're pinning via the Claw Initiate feature are automatic criticals on a hit.

Initiate of Destruction
At 1st level you can either gain proficiency with all martial weapons or gain a cantrip that deals damage from any spell list. Your casting ability for this cantrip is Wisdom.

Embrace Oblivion
At 1st level when you deal damage with a spell or weapon attack, you can take necrotic damage up to your Wisdom modifier. This damage can’t be reduced or prevented. If you do, that spell or weapon attack deals extra fire, force, necrotic or thunder damage (your choice) equal to twice the damage taken in this way. This extra damage is doubled vs structures and objects.

Channel Divinity: Wake of Destruction
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures and objects up to your Wisdom modifier (minimum 1), within a 30 foot radius. Creatures and attended objects chosen must make a Constitution saving throw against your Cleric spell save DC (a creature handling an attended object makes a save for it). Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity. A target reduced to 0 or fewer hit points in this way is destroyed and reduced to dust per the Disintegrate spell.

Channel Divinity: Annihilating Edict
From the 6th level when you cast a spell that rolls for damage or use the Attack action, you can use your Channel Divinity and take 5 necrotic damage per level of that spell or 5 necrotic damage per attack made with that Attack action. This damage can’t be reduced or prevented. If you do, that spell or each weapon attack made with that Attack action deals maximum damage, ignores immunity and resistance and deals double damage to structures and objects. A target reduced to 0 or fewer hit points from a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.

Great Eradicator
At 8th level, Embrace Oblivion now grants extra damage equal to three times the damage you’ve taken from that ability. A target reduced to 0 hit points or fewer by a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.

At 14th level, Embrace Oblivion now grants extra damage equal to four times the damage you’ve taken from that ability, and this extra damage ignores resistance and immunity.

Your Wake of Destruction feature now targets any number of creatures, objects and structures you choose within its radius.

Creation Domain:

Creation Domain Spells

Spell Level

Spells

1st

create or destroy water, tenser's floating disk

2nd

arcane lock, spike growth

3rd

create food and water, leomund's tiny hut

4th

fabricate, stone shape

5th

wall of stone, creation

Initiate of Creation
At 1st level you double your proficiency bonus for up to three tools you already have proficiency with and/or you gain proficiency with up to three tools in any combination. These tools must be artisan tools or a herbalism kit or poisoner kit. You also gain the Mending, Dancing Lights and Prestidigitation cantrips.

Eureka!
At 1st level you can give a creature you touch (including yourself) advantage on a skill or ability check made to craft an object with a set of artisan tools or herbalism kits or poisoner kits. That creature may use your Wisdom modifier in place of any other ability modifier to craft an object with these tools or kits. You can't use this ability again until you complete a short rest, or you spend a Channel Divinity to do so.

Channel Divinity: Rite of Creation
From the 2nd level, as an action, you can use your Channel Divinity to create a non-magical object described in Chapter 5: Equipment in an unoccupied space adjacent to you in which it can fit. The value of this object may be up to 200 GP per Cleric level. If more objects are created in this way than your Wisdom modifier (minimum 1), you must dismiss an object of your choice created in this way. Weapons created in this way count as magical for the purpose of bypassing resistances and immunities. If you ever surrender ownership of objects created in this way (such as by selling them, or gifting them) or are more than 100 feet away from such objects (unless they are ammo), they immediately disintegrate.

Channel Divinity: Guardians of Creation
From the 6th level you can expend your Channel Divinity as an action to create construct in an unoccupied space adjacent to you in which it can fit with the following stat block. The construct is equipped and proficient with a weapon and shield or up to two weapons of your choice. Ranged weapons created in this way come with 20 units of appropriate mundane ammunition for them. Thrown weapons created in this way come with 4 copies. Weapons and ammo created in this way count as magical for the purposes of bypassing resistance and immunity, but are otherwise mundane. If this gear is more than 5 feet away from the construct it came with for longer than a round, it disappears, rematerializing in the construct's possession. This is a concentration effect that lasts for 1 minute.

Bodyguard: While the Guardian is adjacent to a creature that's the target of an attack you may have it spend its reaction to switch places with that creature before that attack is rolled. If it does, it becomes the target of that attack instead if it's a legal target.Divine Construct: The Guardian has Strength, Dexterity and Constitution scores equal to your Wisdom score, Intelligence and Wisdom scores of 8 and a Charisma score of 3.

Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.

Master of Creation
At 8th level, when you create a weapon or armour with Rite of Creation you may enhance it. If you do, a weapon enhanced in this way gains a +1 bonus to its attack and damage rolls. Armor enhanced in this way gains a +1 bonus to its AC. Only one weapon or piece of armour can be enhanced in this way.

Your Guardian of Creation gains a fly speed of 20, a climb or swim speed of 30, or a walk speed of 50 as you choose until it disappears. This is choice is made each time you use your Guardians of Creation feature.

At 14th level, the bonuses to weapons and armour this class feature applies are increased to +2. While a weapon is enhanced by this feature, it counts as being silvered and adamantine.

Your Guardian of Creation gains resistance against a damage type of your choice until it disappears. This is choice is made each time you use your Guardians of Creation feature.

Avatar of Creation
At 17th level, you gain proficiency with all artisan tools, the poisoner kit, and the herbalist kit. If you already have proficiency with one of these tools, you double its your proficiency bonus, or if your proficiency bonus with one of these tools is already doubled, you gain Advantage on checks to craft objects with that tool.

Your Guardian of Creation gains Darkvision 120' that ignores magical darkness, Blindsight 60' or Truesight 30' as you choose until it disappears. This is choice is made each time you use your Guardians of Creation feature.

Prerequisite: You must be non-good aligned to take this domain. If you become good aligned, this domain is replaced with the good domain.

Evil Domain Spells

Spell Level

Spells

1st

protection from evil and good, detect evil and good

2nd

darkness, crown of madness

3rd

bestow curse, vampiric touch

4th

blight, evard's black tentacles

5th

dispel evil and good, hallow

Smite Good
At 1st level when you deal damage to a non-evil creature with a spell or attack, you can deal 1d8 extra necrotic damage to that creature or 2d8 if it's good aligned. This extra damage ignores resistance and immunity versus good aligned creatures. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sense Alignment
At 1st level you can cast Detect Evil and Good on yourself without components or using a spell slot. Detect Evil and Good doesn't require concentration for you and allows you to detect whether a creature within 30 feet of you is good or evil. Once you use this ability, you cannot use it again until you take a short rest.

At 11th level, you benefit from the effects of Detect Evil and Good in perpetuity, and you gain Inflict Wounds as a domain spell in place of Detect Evil and Good.

Channel Divinity: Command Evil
From the 2nd level, your Turn Undead feature can target celestials and fiends in addition to undead. A fiend or undead target of your Turn Undead feature that would be turned can be charmed instead at your option for 1 minute or until it takes any damage.

A fiend or undead target that would be destroyed can be charmed instead for the full duration; this charm doesn't end if it takes damage. You have a telepathic link to this target that you can use to issue commands which it does its best to obey. If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. If you do, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.

Channel Divinity: Fiendish Summons
From the 6th level you can expend your Channel Divinity as an action to summon fiends in unoccupied spaces that you can see within 30 feet of you with a total challenge rating equal to one third your Cleric level or lower. No fiend summoned in this way can have a CR exceeding 2. Each fiend summoned in this way:

Has its own initiative and turn.

Disappears when reduced to 0 or fewer hit points.

Is friendly to you and your companions.

Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the fiend.

Will obey any of your commands unless they violate its alignment.

Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.

This is a concentration effect that lasts for 1 minute.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a non-evil creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target or 2d8 extra necrotic damage if it's good aligned. This extra damage ignores resistance and immunity versus good aligned creatures.

When you reach 14th level, the extra damage increases to 2d8 and 4d8 respectively.

Vile Harbinger
At 17th level, you can expend your Channel Divinity to cast the Conjure Celestial spell at a level up to the highest spell level you can cast without expending a spell slot. You summon a fiend with this spell instead of a celestial. Once you use this ability, you cannot use it again until you take a long rest.

Whenever you would summon a creature using a conjuration spell, you may instead summon a fiend with a CR equal to or less than that creature's.

Good Domain:

Prerequisite: You must be non-evil aligned to take this domain. If you become evil aligned, this domain is replaced with the evil domain.

Good Domain Spells

Spell Level

Spells

1st

protection from evil and good, detect evil and good

2nd

warding bond, lesser restoration

3rd

remove curse, daylight

4th

banishment, aura of purity

5th

dispel evil and good, hallow

Smite Evil
At 1st level when you deal damage to a non-evil creature with a spell or attack, you can deal 1d8 extra radiant damage to that creature or 2d8 if it's evil aligned. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sense Alignment
At 1st level you can cast Detect Evil and Good on yourself without components or using a spell slot. Detect Evil and Good doesn't require concentration for you and allows you to detect whether a creature within 30 feet of you is good or evil. Once you use this ability, you cannot use it again until you take a short rest.

At 11th level, you benefit from the effects of Detect Evil and Good in perpetuity, and you gain Cure Wounds as a domain spell in place of Detect Evil and Good.

Channel Divinity: Rebuke Evil
From the 2nd level, your Turn Undead feature can target celestials and fiends in addition to undead. A celestial target of your Turn Undead feature that would be turned is charmed instead for 1 minute or until it takes any damage.

A celestial target that would be destroyed is charmed instead for the full duration; this charm doesn't end if it takes damage. You have a telepathic link to this target that you can use to issue commands which it does its best to obey. If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. If you do, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well. A celestial can never be made to do something in this way that conflicts with its alignment.

Channel Divinity: Celestial Summons
From the 6th level you can expend your Channel Divinity as an action to summon celestials in unoccupied spaces that you can see within 30 feet of you with a total challenge rating equal to one third your Cleric level or lower. No celestial summoned in this way can have a CR exceeding 2. Each celestial summoned in this way:

Has its own initiative and turn.

Disappears when reduced to 0 or fewer hit points.

Is friendly to you and your companions.

Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the fiend.

Will obey any of your commands unless they violate its alignment.

Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.

This is a concentration effect that lasts for 1 minute.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a non-good creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target or 2d8 extra radiant damage if the target is evil aligned. This extra damage ignores resistance and immunity versus good aligned creatures.

When you reach 14th level, the extra damage increases to 2d8 and 4d8 respectively.

Angelic Herald
At 17th level, you can expend your Channel Divinity to cast the Conjure Celestial spell at a level up to the highest spell level you can cast without expending a spell slot. Once you use this ability, you cannot use it again until you take a long rest.

Whenever you would summon a creature using a conjuration spell, you may instead summon a celestial with a CR equal to or less than that creature's.